A guide on why mage sucks RN

Then it’s official - Warrior titan is the worst

Yes, it was used in some decks all of which were terrible

I’ve seen Demon Hunter titan getting played, but I must say I wasn’t impressed by it, as well - I know you like Demon Hunter, so you might be biased, but I think it’s a close race between warrior and DH titans

Yeah, I’m not really disillusioned enough to say that Argus is one of the stronger titans. He’s in the bottom 5 for sure.

He’s playable, has some fun interactions, you don’t really care if he gets stolen either (because he’s not really that scary, and you probably used the discount part already).

I’d put him as better than the rogue and warrior one, and probably mage because he doesn’t screw you over if hit with reverb.

I think mage sucks because of effect for cost.
Druid can use mage spells far more efficiently than mage can. Mage spells are generally too expensive for what they do, particularly older spells in Wild and core.

Big spell mage works but has some issues that will prevent it from ever being top tier at this point.

King Tide is easily disruptable although I didn’t commonly see it happen.

Plagues counting as spells is pretty bad.

For being a more late game deck, most of my wins against ramping warriors and druids involved being the aggressor with bellhops and/or King Tide into a big spell or discounting on turn 8 with Kalecgos or Marin although they would usually stabilize at this point if you didn’t end it.

I actually dropped Firelands Portal from my deck for Flamestrike. It wasn’t winning me games against slower decks and it wasn’t controlling the board against aggressive decks. In a lot of cases Flamestrike was doing both.

I miss cards like Objection, Mass Polymorph and Life Sentence.

Yeah, this is so tilting, it’s unreal

I’ve no idea why they made it like that

It did but as a standalone card.

It was good to cheese wins before yogg came to existence.
You Just played It out of nowhere and If It did somehow resist a turn you would Reverb It for 20 damage + other effect.

Honestly I’ve been experimenting a little bit using King Tide as a disruption card (since it sets enemy cards to 5 mana too), and if the deck had just a little bit more draw, an aggro mage using all of the spell tech cards could work (maybe Tsunami + Watercolor too?)

I don’t think you can just pop him into ele mage though

They are only bad if you’re running surfalopod, which absolutely should not be ran in BSM. If you’re running that, cut it and run Artist instead with Tsunami being your only frost spell.

10x better.

It messes with Under the Sea too. Surfalopod is a calculated risk. I won’t deny it doesn’t synergize with GPO and does have some bad outcomes but it is another way to cast bigger spells earlier which has won me plenty of games.

If I’m not doing King Tide on 4, it’s sometimes Watercolor Artist into Surfalopod into Under the Sea into Tsunami.

Yeah, you just ruin your deck’s consistency when you add more cards to the combo.

Surfolopod on his own does nothing immediately
Under the sea on its own does very little

Watercolor artist alone draws and accelerates Tsunami. It does almost the entirety of a surfolopod + under the sea combo in one card and at a similar speed.

King Tide is just a good card. If he isn’t played on curve, he sets up a devastating turn 9 into turn 10 at times while hamstringing your opponent’s ability to respond with spells.

Cutting the surfalopod and under the sea lets you run more useful cards to deal with what you are facing on board and removes almost all of your deck building restrictions as well as your vulnerability to plagues.

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The solution i found was spell duplication. Maybe a single orb won’t do the job but 2 or 3 will

I completely dropped 7 mana spells from my list. Discussing it wwith smeet the best turn 7 is probably a discounted tsunami from Watercolor Artist on 4

I don’t think We are going to have to worry about the deck much longer. Team 5 always abandons whatever existing deck mage has and completely makes it over. I have watched them do it for years.

I think its pretty funny that the discussion around big spell mage involves whether or not to eliminate most of the big spell mage package (surf/under the sea).

I will say its pretty satisfying to pull off the surf / under the sea / tsunami (or the 9 mana fire spell) combo though but I suppose I’m easily amused.

Mage seems pretty close to being on the cusp of multiple deck archetypes though. The paladin/minion buff thing isnt that bad and big spell/no minion is pretty close to being good on top of sif mage still lurking around. Its a crying shame that they decided to do that lamplighter nerf though. Elemental mage wasn’t hurting anyone.

I think it’s amusing that when discussing mage We always have to speak using qualifiers like these.

Lets not pretend mage is the only class where almost good enough archetypes exist. Id imagine every class has an archetype that is on the cusp of being good if given a little support.

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true. With mage it seems to be a recurring theme.

I played the Core Mage build all today to test it out.
I wanted to see why people in this thread are saying Mage sucks.

Here is my run down of the below cards:

  • Arcane artificer: I think it is better in Elemental Mage build deck.
  • Babbling book: I think it is okay. It is very inconsistent, but if a person has Mage build centered more around spells. You probably will need to run.
  • Flame geyser: Great card
  • Shooting star: Decent card. The card is supposed to help with Aggro decks. It is just outclassed by other standard cards. It’s not the worst of cards.
  • Arcanologist: Great card - I enjoy it’s ability to add secrets & thin my deck. It helps with deck consistency.
  • Frostbolt: Great card - you could argue it cost 1 mana more vs. other class types, but the spell also freezes so it can still be effective late game just stop monster for turn. I think the extra mana cost to remove or freeze threat is acceptable.
  • Primordial glyph: Bad card - The card you get can be not very helpful so it’s just very risky card which could end up doing nothing for you.
  • Arcane intellect: Great card - It’s a +1 draw power card
  • Counterspell: Insane card - I think the card is borderline broken. I don’t understand why other people think it’s unplayable. Your able to counter person spell during their turn. It literally is the ultimate control/disruption card a person can have. I wish I had access to it with other Classes.
  • Explosive runes: Insane card - It’s 3 mana card doing 6 damage which can do excess to enemy hero. Most mid range monsters can’t survive 6 damage hit and it can even take out some high end monsters.
  • Ice barrier: Great Defensive card - It can help you survive a few hits.
  • Stargazer luna: It’s an okay card. It can give draw power, but it is very restrictive in what cards you need to play in order to get draw power. The stats of the monster are also not very impressive. I don’t think the card is bad, but it isn’t the greatest.
  • Fireball: Insane card - 4 mana for 6 damage even towards enemy hero. You can’t beat the value the card is providing.
  • Blizzard: Trash card - I think it is an over priced 6 mana card doing the job of what other 2-3 mana cards do in other Classes. It’s borderline insane to run it. Game has cards like Hellfire (Warlock Decks) and Consecration (Paladin decks).
    WTF is this card doing? It’s double the mana for the same thing. I can freeze, but is the freeze worth it for 3 extra mana spent? I think not!
  • Firelands portal: It’s an okay card. It’s almost double the mana price of Fireball, but with a chance to get random monster. Sometimes, the monster is good and other times it is pretty lame. It is very inconsistent, but it’s not worst of cards by any stretch of the imagination.
  • Flamestrike: The card is over priced at 7 mana. I think the card would be a lot better if it was in the 5-6 mana range. Most 7 mana monsters will have around 6 to 7 health which is over the damage limit of spell. Flamestrike isn’t really killing anything at that point. It is only wounding and that’s just not good enough.
  • Kalecgos: I never used the card so I don’t know.

I think Mage Class doesn’t have enough summoning potential to ever make it as an Aggro Deck. They just don’t seem to summon enough monsters.

I think Mage Class doesn’t have enough damage to ever be a Late Game Deck. A lot of the Big Mana Mage Spells are not going to kill anything of merit except enemy hero. The issue is the deck could end up beaten long enough Mage player does enough damage to enemy hero for lethal hit.

Based on my observations, the Mage deck can be a great Mid-Range deck.

  • The deck has great early/middle game monster removal
  • The deck has great draw power
  • The deck has great search power
  • The deck has great defensive power
  • The deck has great disruption
  • The deck has great control
  • The deck has great direct damage

Based on all the above, I have come to the conclusion the OP is wrong.
The Mage deck is doing great this season.

I don’t know what the OP is looking at, but they have to be looking at the wrong class. The Mage Class is looking good.

You somehow came to the conclusion that mage is good by looking at the core set as if the cards would somehow all go into the same deck.

look at the data on how mage is performing at the hands of the best players and come back here

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What you said above could fertilize my garden for years.
An impressive display of lunacy.

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I checked Hearthstone best decks for August.
Elemental Mage is ranked as Tier 1?
So I guess top players are agreeing with me?